Avoiding 3D Obstacles in Mixed Reality: Does It Differ from Negotiating Real Obstacles?

Avoiding 3D Obstacles in Mixed Reality: Does It Differ from Negotiating Real Obstacles?
复制标题

DOI:
10.3390/s20041095
复制
发表时间:
2020-02-01
期刊:
影响因子:
3.9
通讯作者:
Roerdink, Melvyn
Roerdink, Melvyn
中科院分区:
综合性期刊3区
文献类型:
--
作者:
Coolen, Bert;Beek, Peter J.;Roerdink, Melvyn

文献摘要

被引文献

相似文献

混合现实技术正在迅速发展,允许与数字内容进行越来越逼真的交互,同时在现实世界环境中自由移动。在这项研究中,我们研究了微软HoloLens混合现实耳机在充满3D全息障碍物的现实环境中创建运动交互的适用性。在实验1中,我们比较了12名参与者跨越不同高度和深度的真实的或全息障碍物的避障动作。参与者的回避动作记录了三个空间和时间集成的Kinect v2传感器。类似于真实的障碍物,全息障碍物引发了与障碍物尺寸成比例的避障机动。然而,与全息障碍,一些参与者表现出不同的线索或铅脚避障演习相比,真实的障碍:他们要么始终未能提高他们的线索脚或跨越障碍与极端铅脚的利润。在实验2中,我们研究了混合现实视频反馈在改变这种不同的回避动作的功效。在混合现实视频反馈试验过程中,参与者迅速调整了他们的后足穿越高度,并逐渐降低了极端的前足穿越高度,这些改进在随后的试验中基本上保留了下来,没有反馈。尽管在真实的和全息避障中存在特定的差异,但目前的研究结果表明,补充混合现实视频反馈的3D全息障碍可用于研究,也许还可用于训练3D避障。
Mixed-reality technologies are evolving rapidly, allowing for gradually more realistic interaction with digital content while moving freely in real-world environments. In this study, we examined the suitability of the Microsoft HoloLens mixed-reality headset for creating locomotor interactions in real-world environments enriched with 3D holographic obstacles. In Experiment 1, we compared the obstacle-avoidance maneuvers of 12 participants stepping over either real or holographic obstacles of different heights and depths. Participants' avoidance maneuvers were recorded with three spatially and temporally integrated Kinect v2 sensors. Similar to real obstacles, holographic obstacles elicited obstacle-avoidance maneuvers that scaled with obstacle dimensions. However, with holographic obstacles, some participants showed dissimilar trail or lead foot obstacle-avoidance maneuvers compared to real obstacles: they either consistently failed to raise their trail foot or crossed the obstacle with extreme lead-foot margins. In Experiment 2, we examined the efficacy of mixed-reality video feedback in altering such dissimilar avoidance maneuvers. Participants quickly adjusted their trail-foot crossing height and gradually lowered extreme lead-foot crossing heights in the course of mixed-reality video feedback trials, and these improvements were largely retained in subsequent trials without feedback. Participant-specific differences in real and holographic obstacle avoidance notwithstanding, the present results suggest that 3D holographic obstacles supplemented with mixed-reality video feedback may be used for studying and perhaps also training 3D obstacle avoidance.